attribute vec4 in_position;
attribute vec3 in_normal;
attribute vec2 in_uv;

varying float distortion;
varying vec2 uv;
varying vec3 normal;
varying vec3 v;

void main() {
	distortion = abs(in_uv.y-0.5) * 2.0;

	uv = in_uv;
	
	vec4 vertPos = gl_ModelViewMatrix * in_position;
	v = vertPos.xyz;
	
	gl_Position = gl_ProjectionMatrix * vertPos;
	normal = normalize(gl_NormalMatrix * in_normal);
}
